Yu-Gi-Oh! The Eternal Duelist Soul Walkthrough :

This walkthrough for Yu-Gi-Oh! The Eternal Duelist Soul [Game Boy Advance] has been posted at 23 Jul 2010 by jimbo.l123 and is called "Deck Depletion Defense Deck FAQ". If walkthrough is usable don't forgot thumbs up jimbo.l123 and share this with your freinds. And most important we have 5 other walkthroughs for Yu-Gi-Oh! The Eternal Duelist Soul, read them all!

Walkthrough - Deck Depletion Defense Deck FAQ

Yu-Gi-Oh! The Eternal Duelists Soul
Deck-Depletion Defense Deck FAQ
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Table Of Contents:
(57g504) 1.General Information and Contact Information
(57g505) 2.Idea behind the deck.
(57g506) 3.Card list and options
(57g507) 4.Full Card collection List
(57g508) 5.How-to win and play with the deck
(57g509) 6.Credits
(57g510) 7.Copyright Information
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(57g504) 1.General Information and Contact Information
Hello, this is my first FAQ and so I will try to do my best to make it
enjoyable and as informational as possible. I first played this game about
a year ago and I just got it back about a month ago and in my opinion it is
the best Yu-Gi-Oh! game out there. I believe that it is a nice change from all
of the other Yu-Gi-Oh! games out there because it doesn't really have a
storyline, and so the gameplay is highly enhanced over the rest of the games.
If you have any questions at all please feel free to contact me at
crono5593@aol.com. To find a section really easily just type ctrl+F and then
copy the numbers and letters to the left of each section and paste it into
the find field. Copy the parenthisis also for perfect results.
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(57g505) 2.Idea behind the deck.
I came up with this idea from playing all the way through the game and I
started to get very bored with the original "Let me get my strongest monster
out then Raigeki and take off 4500 LP in one turn strategy" so when I went
back to get 10 wins out of Umbra and Lumis, after losing several times, it
gave me the idea to build a deck with no strong monsters in it that could
still win. I soon built a standard deck-depletion deck modeled loosely after
Umbra and Lumis's deck, but after a while that got really boring as well
the duels would take way too much time. So now I have a deck that can still
deplete their deck and win by them not being able to draw, but also I can kill
them without having very much trouble at all.
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(57g506) 3.Card list and options
There are two different ways that you can go with this deck and that is the
main reason that I like it so much. The first is the obvious way of simply
out-living your opponent and making him draw and discard cards so that he runs
out of cards and can not draw during one of his draw phases or when you force
him to draw a card. The other is a little more complicated, but easy to
understand. The main focus of way number 2 is to just deplete your opponents
Life Points mainly by using the Magic Thorn Trap card. I have not yet lost a
single duel using this deck and I only came close to losing to Trusdale once.
These are the cards that I have in my deck, but I do not beleive that it may
be the perfect set-up it works, for me and I think that you'll have fun if
you use them like this, if you have any suggestions you can e-mail them to me
at crono5593@aol.com, any suggestions will be greatly credited.
Blast Sphere X1
Change of Heart X1
Cyber Jar X1
Dark Hole X1
Dian Keto the Cure Master X1
Dimensional Warrior X3
Fissure X2
Giant Germ X3
Graceful Charity X2
Gravekeeper's Servant X3
Hane Hane X3
Harpie's Feather Duster X1
Heavy Storm X1
Magic Jammer X1
Magic Thorn X3
Man-Eater Bug X3
Mirror Force X1
Morphing Jar X3
Morphing Jar #2 X2
Needle Worm X3
Nimble Momanga X2
Numinous Healer X3
Penguin Soldier X3
Pot Of Greed X1
Raigeki X1
Spell Binding Circle X1
Toll X2
Trap Hole X2
Penguin Knight X1
Waboku X1
Wall of Illusion X3
First, I'll list the cards that I believe are the cards that you will probably
need to have in your deck to have a likely chance of winning against higher
level opponents, these include: Wall of Illusion, Raigeki, Gravekeeper's
Servant, and Man-Eater Bug. All of these are pretty much must-have's in any
deck-depletion deck, and there are other's such as Morphing Jar and Mirror
Force, but they just don't seem to be as important to me.
I will now cover each card more in depth and explain each card's role in the
deck.
Monster Cards (Note: every monster card in this deck is an effect monster)
Blast Sphere: This is a nice card as it has the ability that when attcaked
in face down defense position it becomes an equip card and attaches itself
to the monster that attacked it. During that monster's controller's next
standby phase the monster's controller receives damage equal to the monster's
attack and the monster is destroyed.
I threw this in my deck just so I could have another way to get rid of my
opponent's monster's and it is really quite effective. I use this against
Kaiba Seto after he uses Cyber Stein to get a first round Blue-Eyes Ultimate
Dragon and he almost always attacks this.
Cyber Jar: When this card is flipped every monster on the field is destroyed
and both players pick up five cards. Every monster card out of those five
is automatically special summoned in either attack or defense position. I
usually only use this as a last resort card if I don't have any other monsters
in my hand and they have one or more monster's on the field that I can't get
rid of.
Dimensional Warrior: These guys are extremely useful, when they either attack
or are attcked by a monster both this and the monster in battle are removed
from the game immediately, be warned though damage calculations do apply.
I always somhow manage to draw one of these exactly when I need one. I'm not
sure why but I just do. They can be both useful to draw an attack from a big
monster away from another monster of yours or you can just summon one and
take a monster out instantly.
Giant Germ: These aren't really needed for this deck I just like them,
because they come in handy some times. When these are sent to the graveyard
as the result of battle your opponet takes 500 LP of direct damage. Also you
can special summon 2 more from you deck when it is sent to the graveyard. I
just like having these because they deal direct damage much like Magic Thorn.
You should always set these in defense position if possible, because the CPU
always attacks face down monsters first.
Hane Hane: These aren't as useful as Penguin Soldiers, but they are nice and
can come in handy sometimes. When these are flipped you can return one
monster on the field to their respecive owner's hand. These are useful when
your opponent summons a monster that requires a tribute. Let's just say that
Espa Roba Just summoned Machine King. He then attacks your Hane Hane and it
is sent right back to his hand and he is out his tribute and all that you are
out is your Hane Hane.
Man Eater Bug: These are some of the most useful little monsters in the game.
When these are flipped you can destroy one monster on the field. These are
much better than Hane Hane in the fact that you can instantly kill one of your
opponents monster's instead of just sending it back to his hand. You can use
the same strategy above, for Hane Hane as you can use for this monster.
Morphing Jar: These will be your main source of direct damage to your
opponent paired with Magic Thorn. When this is flipped both you and your
opponent discard your entire hand and draw five more cards. These are very
effective for several reasons. The first is that they deplete you opponents
deck and they help you get more cards if you are low or don't have any cards.
Secondly, if you have Magic Thorn out and then flip this you can do 2500 LP
of damage in one turn, and if you have 2 out you can do 5000 LP of direct
damage. If you have more Magic Thorns out it can get really nasty real quick.
Morphing Jar #2: When you flip this all monster on the field return to their
respective owner's deck. Then each player draws cards continuously, and each
monster they draw is placed on the field in defense position. Any magic or
trap cards that they draw are sent to the graveyard. The drawing continues
untill you have the same number of monster on the field as before. These will
be your main way to take out out your opponents magic/trap cards period. Flip
one of these when your opponent has 4 or 5 monsters out and you're sure to
get rid of at least 1 or 2 of your opponents magic/trap cards. The only
problem with this is that the monster's your opponent has out aren't sent to
the graveyard but rather back to his deck.
Needle Worm: When these are flipped your opponent discards the top five cards
in his library directly to the graveyard. Not much to say about this except
that they get rid of your opponent's cards just speeding up the depletion of
your opponents deck.
Nimble Momanga: These are one of many life gaining cards in this deck. When
this is sent to the graveyard as the result of battle you gain 1000 LP and you
can set another Nimble Momanga from your deck in defense position. These
always come in handy at any point during a duel. Gaining LP is always useful
and even more so in this deck because at some time you will be left with no
more monsters in your hand and will have to rely on your LP not reaching 0 for
a turn or 2.
Penguin Soldier: I can not stress enough to you how useful this card can be.
When it is flipped you can return 2 monster's on the field to their respective
owner's hand. You can use the stategy I mentioned above with Hane Hane with
this card, only it is infintely more effective with Penguin Soldier. say you
have a Needle Worm out already flipped. You can set your Penguin Soldier and
then on your opponents turn he'll attack your Penguin Soldier you can send
both your opponents monster and your Needle worm to your hand and then you can
flip your Needle Worm all over again. It works with Nimble Momanga as well.
Penguin Knight: This is in here solely to save yourself from yourself. When
this card is discarded to your graveyard as the result of one of your
opponents actions you reshuffle your graveyard to your library. You may
rarely get a little carried away with Graceful Charity, Pot of Greed, or even
Morphing Jar and actually put yourself at risk of depleting your owc deck, so
its good to have a failsafe just in case, and I found it in this card.
Wall of Illusion: This is perhaps the best defense card in the game period.
When any monster attacks this it is sent back to its owners hand. It is a
great effect, and there are only a handful of monsters that don't require
a tribute that can break its 1850 defense anyway. Usually if you draw this
card right away you will be able to stall long enough untill you can draw a
Magic Thorn, or Gravekeeper's servant or both.
Trap Cards (Note: Not too many trap cards are needed in this deck)
Magic Jammer: A decent trap. When you activate this it cancels the effects
of a magic card that was just activated. You must discard a card from your
hand in order to activate this. Most of the trap cards in this deck aren't
really needed. They are just in here to help support the deck, as is the case
with this card.
Magic Thorn: Once combined with Morphing Jar this is your main sorce of
damaging your opponent's LP. When this is activated it is a continuous trap
that whenever you force your opponent to discard a card from his hand to his
graveyard that opponent receives 500 LP of direct damage for each card. If
you don't feel like waiting a duel out all the way you can usually kill your
opponent relatively quickly with this card, and since the effects of this
card stack with each one if you have 2 or 3 of them out at the same time you
may be able to kill your opponent in one turn if he has 6 cards in his hand
and you play Morphing Jar.
Mirror Force: If your oppponent attacks you and you activate this all of your
opponents monsters in attack position are automatically destroyed. This is
the best card in the deck to get rid of your opponents monsters with. If you
draw this it may be best to leave your field open so that your opponent will
switch all of his monster's to attack position and then attack you so that you
take out all of his monster's at once.
Numinous Healer: You must activate this trap when you receive damge to your
LP. When active you gain 1000 LP plus an additional 500 LP for all Numious
Healer cards in all graveyards. It is best to use this card right after you
play a Giant Germ, because when you play the first he'll attack and kill it,
then the other two have to be summoned in attack position. After they are
summoned you are likely to take some damage because Giant Germ only has 1000
attack so it will probaly get killed. Also if you can play two at once that
is useful as well.
Spell Binding Circle: Once active you must choose one of your opponents
monster's. That monster can no longer attack as long as this card remains
face up on the field. Once again this card is just useful to stall with
untill you can draw something better to get rid of the monster completely.
Trap Hole: This must be activated when your opponent summons a monster,
excluding special summon. Any monster summoned with an attack of 1000 or more
is automatically destroyed by this card. These are useful to get rid of those
pesky Gemini Elves and Vorse Raiders whose attack power is just strong enough
to take out your Wall of Illusions.
Waboku: When you activate this all the damage your opponents monsters deal is
reduced to 0 for that turn. Do not be confused the monster's attack power is
not actually reduced to 0 for that turn as with Suijin, but they just deal 0
damage. Once again just enough to help you stall untill you can get something
better.
Magic Cards
Change of Heart: When you activate this you can take control of your one
opponents monsters for one turn regardless of its position. The only time I
repeat the only time you should ever attack your opponent with a monster is
when you use this card. Almost all of the CPUopponents have Mirror Force in
their decks and somehow they always manage to draw them on their first turn.
So if you have to put your monsters at risk in order to attack your opponent
you might as well use his monster to do it with so that you give yourself a
win, win position.
Dark Hole: If you've ever even played this game you'll definitely already
know what this card does, but I'll explain it anyways. When you activate this
it destroys all monsters on the field, both yours and your opponents. The
only advice I'm going to give is to use this when your opponent has more
monsters on the field than you, then set another monster right after it.
Dian Keto the Cure Master: When you activate this card you gain 1000 LP.
Not much to say about this either, use it as soon as you draw it always.
Fissure: When activated it destroys your opponents monster with the lowest
attack power. There is a catch to this though if he only has one really
powerful moster out it still destroys it. So this is best used when your
opponent has only one really high powered monster on the field.
Graceful Charity: Always useful. When activated you draw three cards and
then you must discard 2. This is perhaps the best way to go about aquiring
your Magic Thorns and Gravekeeper's Servants. With the ability to draw
3 cards most of the time you will already have 2 cards in your
hand that you don't want at that time, so it will be like drawing 3 cards for
free.
Gravekeeper's Servant: When activated this is a continuous magic card that
causes your oppenent to discard the top card in his library to the graveyard
everytime he attacks with a monster. This is so insanely useful because
combined with all of your flip effect monsters your opponent will attack you
almost every turn. The effects of this card do stack and combined with Toll
you could possibly have your opponent paying 1500 LP and discarding the top 2
cards of his library or discarding the top 3 cards of his library and paying
1000 LP for a single attack.
Harpie's Feather Duster: There is a reason that this card it limited to only
1 in your deck. When activated it automatically destroys all of you opponents
magic and trap cards on the field. This card is extremely useful in any type
of deck period, and it is a must have. There isn't much to say about how to
use it except use your own dicretion on when you feel is the best time.
Heavy Storm: When activated it destroys all magic and trap cards on the
field. If you have no other magic or trap cards on the field it works the
same as Harpie's Feather Duster. Other than that it really isn't needed in
this deck.
Pot of Greed: When activated you draw 2 card from your deck. That's all
folks... All kidding aside there's not much to this card just use it as soon
as you draw it.
Raigeki: Ah.... good ole Raigeki. If you don't know what this card does
you've never even heard of Yu-Gi-Oh! or you have smoked your memory clear
away with pot. But, I'll tell you what it does just for the heck of it. When
activated this destroys all of your opponents monsters on the field. The only
info I can offer you is to watch out for Anti-Raigeki.
Toll: When activated this is a continuous magic card that makes both players
pay 500 LP to attack with a monster. As mentioned before this is very
effective when combined with Gravekeeper's Servant.
As I mentioned before this is by no means the best way to build this deck I
just recommend this as a template. You may find other playing styles to be
more effective and you should arrange it as you see fit. There are several
other cards that are worthy to be used and I highly reccomend that you try
other card combinations.
Some notable cards that I reccomend trying are Magician of Faith, Crush Card,
Dream Clown, Kuriboh, Mask of Darkness, The Bistro Butcher, Time Wizard,
Slifer The Sky Dragon (Just Kidding LOL).
Anyways there is probably going to be no way to make this deck unless you've
already beaten Simon and have aquired every card simply because alot of the
required cards are extremely rare and impossible to get for someone who is
just starting. This deck is definitely not reccomended for someone who is
new to this game because it requires alot of strategy to win effectively.
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(57g507) 4.Full Card collection List
I'm going to write a full card card collection list later just because I'm in
school and I have a job, but if anyone would just send me one that I could use
I would probably reward you with sexual favors, not really but I would greatly
credit you.
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(57g508) 5.How-to win and play with the deck
There are several tactics that you can use to win with this deck. The easiest
way is to out-wait your opponent untill he can't draw a card anymore. To do
this you should first try to get a Wall of Illusion out. Then try to ge a
Gravekeeper's Servant out and just keep playing monsters so that the opponent
will continue to attack you thusly depleting his library twice as fast.
Needle Worms and Morphing Jars will also speed up this process considerably.
The second most prevelant way is to take down your opponents LP to 0. The
best way to do this is to get a Magic Thorn out and use Morphing Jars to
make him discard several cards at a time. Other ways are to bring out Giant
Germs and to just attack him.
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(57g509) 6.Credits
For now just CJayC for creating the greatest website imaginable.
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(57g510) Copyright Information
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright. This guide may only be posted on Gamefaqs.com
and neoseeker.com and if you see it anywhere else please notify me at
crono5593@aol.com.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Copyright 2005 Lance Hagstrom
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